Vehicle Guide
Posted: Tue Aug 28, 2012 9:54 pm
So for a while people have been talking about making stat-cards for vehicles. As cool as this is, I think the first step would be to have a bunch of ideas for generic vehicle types, along with the stats that would be applied to them and a couple examples. So, why don't we work on this shit together?
about the horse card: it gives a move speed, an armor rating, and a few varieties. Vehicles don't (generally) have minds or skill ratings, so we won't even have to worry about that. Don't worry about size ratings, since everyone's tanks and planes are gonna be different sizes anyways - same goes for weapons. So, I'm gonna start with a couple ideas. You should add your own. Also I'm not going to add CP costs, but I'm assuming most of them would be some number times the size of the vehicle. Remember, these are just standard guidelines for basic vehicles, and there's no reason your super-duper sports car shouldn't go 16" a turn and be armored. You can always just buy upgrades for your vehicle as normal.
CAR
Examples: A friggin car. Also jeeps, trucks, SUVs and pretty much any other unarmored civillian vehicle. Also includes powered wagons and carts.
MOVE: 12" Forward Maneuvering
ARMOR: 1d10
Variants:
Armored Car: Has 2d10 armor.
Hover Car: cannot fly, but hovers a few briks off the floor and suffers no movement penalties due to terrain type - even over lava and water.
Sports Car: 16" movement. Pilot's penis becomes smaller.
TANK
Examples: Panzers, SHDTs, mobile orc fortresses pushed by ogres, pretty much anything heavily armored with treads and a turret.
MOVE: 8-10" Stationary Maneuvering
ARMOR: 3d10
Variants:
Mini-tank: anything under 3" only has a structure level of it's own size.
Assault Tank: Has 4d10 Armor from all attacks made against the front, but 2d10 for all attacks from behind.
Flying Tank: You dick. Has full maneuverability, like a big-ass helicopter.
TROOP TRANSPORT
Examples: Boxes with wheels, dropships, APCs, riot squad vehicles and big-rigs. Just about anything with a big-ass door in the back for dudes to climb out.
MOVE: 12" (various move types)
ARMOR: 1d10
Variants:
APC Transport: 2d10 Armor, 10" move.
Dropship Transport: Flies - usually with unlimited maneuvering but not always. Might have rappel lines, or rope ladders.
Catapult Transport: Any size 2 launcher or larger can load and fire minifigs out of them.
PLANE
Examples: Bombers, Fighters, Jets, Hippogrifs etc.
MOVE: 16" Flight Maneuvering
ARMOR: 2d10
Variants:
Fighter Plane: Faster - up to 24" movement. Might only have 1d10 Armor, but not required.
Bomber Plane: Slower, but 3d10 armor - as slow as 12" but no slower than twice their own length.
HELICOPTER
Examples: Assault choppers, small spy vehicles, large transports, and flying armored death machines from the future. Doesn't necessarily have rotors.
MOVE: 12" Unlimited Maneuvering
ARMOR: 1d10
Variants:
Attack Helicopter: Has 2d10 armor but 10" move.
Spy Helicopter: 8" of move but can only be detected by units (skill roll)" away from it. Once it's detected, the whole team knows where it is until it gains full cover for a full turn.
Transport Helicopter: See Troop Transport > Dropship. Same thing.
about the horse card: it gives a move speed, an armor rating, and a few varieties. Vehicles don't (generally) have minds or skill ratings, so we won't even have to worry about that. Don't worry about size ratings, since everyone's tanks and planes are gonna be different sizes anyways - same goes for weapons. So, I'm gonna start with a couple ideas. You should add your own. Also I'm not going to add CP costs, but I'm assuming most of them would be some number times the size of the vehicle. Remember, these are just standard guidelines for basic vehicles, and there's no reason your super-duper sports car shouldn't go 16" a turn and be armored. You can always just buy upgrades for your vehicle as normal.
CAR
Examples: A friggin car. Also jeeps, trucks, SUVs and pretty much any other unarmored civillian vehicle. Also includes powered wagons and carts.
MOVE: 12" Forward Maneuvering
ARMOR: 1d10
Variants:
Armored Car: Has 2d10 armor.
Hover Car: cannot fly, but hovers a few briks off the floor and suffers no movement penalties due to terrain type - even over lava and water.
Sports Car: 16" movement. Pilot's penis becomes smaller.
TANK
Examples: Panzers, SHDTs, mobile orc fortresses pushed by ogres, pretty much anything heavily armored with treads and a turret.
MOVE: 8-10" Stationary Maneuvering
ARMOR: 3d10
Variants:
Mini-tank: anything under 3" only has a structure level of it's own size.
Assault Tank: Has 4d10 Armor from all attacks made against the front, but 2d10 for all attacks from behind.
Flying Tank: You dick. Has full maneuverability, like a big-ass helicopter.
TROOP TRANSPORT
Examples: Boxes with wheels, dropships, APCs, riot squad vehicles and big-rigs. Just about anything with a big-ass door in the back for dudes to climb out.
MOVE: 12" (various move types)
ARMOR: 1d10
Variants:
APC Transport: 2d10 Armor, 10" move.
Dropship Transport: Flies - usually with unlimited maneuvering but not always. Might have rappel lines, or rope ladders.
Catapult Transport: Any size 2 launcher or larger can load and fire minifigs out of them.
PLANE
Examples: Bombers, Fighters, Jets, Hippogrifs etc.
MOVE: 16" Flight Maneuvering
ARMOR: 2d10
Variants:
Fighter Plane: Faster - up to 24" movement. Might only have 1d10 Armor, but not required.
Bomber Plane: Slower, but 3d10 armor - as slow as 12" but no slower than twice their own length.
HELICOPTER
Examples: Assault choppers, small spy vehicles, large transports, and flying armored death machines from the future. Doesn't necessarily have rotors.
MOVE: 12" Unlimited Maneuvering
ARMOR: 1d10
Variants:
Attack Helicopter: Has 2d10 armor but 10" move.
Spy Helicopter: 8" of move but can only be detected by units (skill roll)" away from it. Once it's detected, the whole team knows where it is until it gains full cover for a full turn.
Transport Helicopter: See Troop Transport > Dropship. Same thing.